#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# Alternative Attack Algorithms by Xelias# Version: 1.00# Type: Battle Add-ON# Date v1.00: 7.11.2009#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# # This work is protected by the following license:# #----------------------------------------------------------------------------# # # # Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported# # ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )# # # # You are free:# # # # to Share - to copy, distribute and transmit the work# # to Remix - to adapt the work# # # # Under the following conditions:# # # # Attribution. You must attribute the work in the manner specified by the# # author or licensor (but not in any way that suggests that they endorse you# # or your use of the work).# # # # Noncommercial. You may not use this work for commercial purposes.# # # # Share alike. If you alter, transform, or build upon this work, you may# # distribute the resulting work only under the same or similar license to# # this one.# # # # - For any reuse or distribution, you must make clear to others the license# # terms of this work. The best way to do this is with a link to this web# # page.# # # # - Any of the above conditions can be waived if you get permission from the# # copyright holder.# # # # - Nothing in this license impairs or restricts the author's moral rights.# # # #----------------------------------------------------------------------------# How to use this script :# This allows your weapons to follow different damage algorithms. Before that, you # MUST place your weapons following a normal algorithm in the # NORMAL_WEAPONS_IDS, or else... It wouldn't be good for your game. # Also place all weapons ID except SP damaging and absorbing ones, into the # "ALL_WEAPONS_IDS", because if you don't, a nasty bug will prevent you from# dealing damage with normal attack. Cool, huh ?## ATMA_WEAPON_IDS = [X,X...] : A weapon with an ID equal to X will inflict# more damage depending on the user’s HP. If HP are full, attack power is doubled. # If HP are at minimum, attack power is normal. If HP are equal to half, attack power# is equal to 1,5 of the normal Attack power, and so on...# VALIANT_KNIFE_IDS = [X, X...] : The opposite effect of Atma Weapon. # If HP are at minimum, attack power is doubled, and so on...# LIMITED_MOON_IDS = [X, X...] : Follows the same formula than Atma Weapon# but works with SP# CONFORMER_IDS = [X, X...] : Deals damage based on user’s Level. #At Level 1, attack power is normal. At Level 99, attack power is doubled. You get# the idea# MASAMUNE_IDS = [X, X...] : Deals more damage the weaker the enemy is# For an enemy with 100% HP, attack power is normal. For an enemy with 1 HP,# attack power is doubled (which is pretty useless). For an enemy with half HP, # attack power is equal to 1,5 of the normal attack power, and so on...# PROJECTILE_IDS = [X, X...] : Ignores the opponent's defense in the damage# calculation. However, the Attack power is halved, preventing an attack to inflict# max damage at an opponent with max defense. Otherwise, it wouldn't be fair.# FFXII_KATANA_IDS = [X, X...] : Acts like a Final Fantasy XII Katana, which# means it inflicts damage based on user's Intelligence instead of Strength# FFXII_NINJA_SWORDS_IDS = [X, X...] : Acts like a Final Fantasy XII Ninja Sword, # which means it inflicts damage based on user's Agility instead of Strength# MIND_BLASTER_IDS = [X, X...] : Damage is inflicted to SP. Damage# relies also on the opponent's Magic Defense and your Intelligence# BLOOD_SWORD_IDS = [X, X...] & PERCENT_DRAINED = X : # some damage is absorbed from the attack. How many? PERCENT_DRAINED %# GUARD_BREAKER_IDS = [X, X...] : Damage ignores if enemy is defending. # As simple as that.# GENJI_WEAPON_IDS = [X, X...] : Critical Hit Ratio is doubled.# KIKU_ICHIMONJI_IDS = [X, X...] : Critical Hit power is doubled.####:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= OTHER_WEAPONS_IDS = [11] ALL_WEAPONS_IDS = [10,12,13,14,15,16,17,18,21,22,23,24]

Just set up the weapons' ID at the beginning of the script. And enjoy.Compatibility

May cause compatibility problem with CBS... maybe ?Credits and Thanks

Xelias, for making this script

Game_Guy and Ryexander for helping me with a bug that, well... bugged me.

Author's Notes

If you have ideas for new formulas, just send them. I'll do them... if I can.On another note : special effects do not stack ! If you want to have two effects (Ex : Blood Sword Ultima Weapon), ask it and I'll make it.

I tried, but I got more bugs than a swarm of locusts !But remember, I will merge 'almost' any of those if you ask it. Because some effects are polar opposites (Valiant Knife and Ultima Weapon) and cannot be merged.